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Made in us
Fresh-Faced New User



Virginia, USA

Hey folks, I'm getting back into WH40K after about 4 and a half year hiatus. I went over my old SM stuff and decided to repaint and get back into it. I do not have the newest rulebook or the newest SM codex; I think I have the next oldest codex (cover looks like this: )

So for getting back into the game, I was hoping for a little insight into my first army list:

HQ
Space Marine Captain
Powerfist, CC weapon, T honors
accompanied by a command squad: four marines with cc weapons + pistols, one Apoth., all inside a rhino

TROOPS
Tac. squad #1 10 marines
Sarg. w/ cc weapon and pistol, seven marines with bolters, one melta gun and one missle launcher.

Tac. squad #2 10 marines
Sarg w/ cc weapon and pistol, eight marines with bolters, one with melta gun.

FAST ATTACK
Assult squad 7 marines
sarg with powerfist


101
150
170
160
169
= 750

My plan is to send the rhino ahead towards any objective points, followed by the assult marines who would either hide behind the rhino or deep strike in. Meanwhile, the Tactical squad with the ML fires at the stronger stuff (tanks, big bugs), while I try and get the 2'nd tac squad to follow and get more of the rapid fire goodness without getting into CC.

   
Made in us
Neophyte Undergoing Surgeries






Ann Arbor, Michigan

Hey welcome back to the fold!

Looking over your list a couple things do stick out.

1. No Rhino's for the Tactical Squads? -- This would give them the much needed maneuverability (and protection) to get where you want them to go (plus if i'm not mistaken a Rhino is a scoring unit as well).

2. I like the loadout of the first Tac Squad but why not a missile launcher in the second? Its free and gives you a little more kick.

3. The captain and command squad are nice but might be a little over the top in such a small game. A captain and a Sternguard Squad with a mix of combi-melta's/flamers in a Razorback might serve you a bit better. Another possibility would be to replace the captain with a stock librarian. He'd add some protection/other abilities to the sternguard and provide some psychic defense (against those pesky eldar armies).

4. I really really really like assault marines but I find (this is me personally) that they get wiped out too easily (especially at only 7 strong). If your dead set on keeping them think about bumping them up to 10 strong and throwing in a flamer somewhere. If not, a predator or two couldn't hurt to up your firepower (and upgrade with other things as your points allow).

Take everything I say with a grain of salt (I am also the guy who plays with LC Terminators as opposed to TH/SS due to my horrible dice rolling) but your definitely on the right track!

-Nez
   
Made in us
Implacable Black Templar Initiate




Milky Way, Tingel Arm, Sol System, Earth, That dark shadow right behind you

A land raider might be helpful instead of the rhino as a transport.

Redbeard wrote:
kestral wrote:I'm probably just making an ass of myself here, but I can't bear it (ha ha).... ....Penguins and Polar bears live on opposite sides of the earth.


Not for long. The polar bears are riding the melting glaciers south in search of penguin-steaks.
 
   
Made in us
Decrepit Dakkanaut






Mesopotamia. The Kingdom Where we Secretly Reign.

Terminator Honors?

What Codex are you using?

Drink deeply and lustily from the foamy draught of evil.
W: 1.756 Quadrillion L: 0 D: 2
Haters gon' hate. 
   
Made in ca
1st Lieutenant





Your current list doesn't have enough anti-vehicle to hurt most lists and has no anti-horde capability to speak of outside of two frag missile shots per turn. Simply put if somebody comes with a decent list you'll lose.

Some examples of lists that I have played at around this points level.

HQ
MotF - 100

Troops
5x Scouts (Missile Launcher) - 85
5x Scouts (Missile Launcher) - 85

Elites
Dreadnought (Heavy Flamer, Multi-melta) - 115
Dreadnought (Heavy Flamer, Multi-melta) - 115

Heavy Support
Dreadnought (2x TL Autocannons) - 125
Dreadnought (2x TL Autocannons) - 125

This list would walk right over you and not even pause simply because your list has no fast reliable answer to armored targets.

HQ
CCS - 50

Troops
PCS (4x Meltas), Chimera (HF) - 125
-Platoon 1 (Autocannon), Chimera (HF) - 115
-Platoon 1 (Autocannon), Chimera (HF) - 115
PCS (4x Meltas), Chimera (HF) - 125
-Platoon 1 (Autocannon), Chimera (HF) - 115
-Platoon 1, Chimera (HF) - 105

This list wins by having too many vehicles to crack and simply sitting back and shooting you to death.

A sample horde list would be something like this:

HQ
Big Mek (KFF) - 85

Troops
Shoota Boyz x29 (Big Shoota x2), Nob (PK) - 225
Shoota Boyz x29 (Big Shoota x2), Nob (PK) - 225
Shoota Boyz x29 ), Nob (PK) - 215

This list might just be the best list at 750 points though, but unless your comfortable facing a decent mix of lists then be ready to lose a lot. My suggestion is pick a focus and run with it, and be sure you have multiple ways to crack AV 14 for the nut with the land raider, have a good chance to pop a transport or 2 each turn, and have enough templates for hordes.

This message was edited 1 time. Last update was at 2010/04/11 01:03:16


 
   
Made in us
Fresh-Faced New User



Virginia, USA

Thanks for all the replies guys!
When I wrote the first draft, I was trying to make the most use of as many models I already have. So much for that!

Okay, so focusing on a MUCH more CC centered list... If I swapped the bigger tactical squads and moved the points towards a pair of dreds, a bigger assault squad w/ power weapons and/or melta bombs.

Also, about the T honors: I'm using (I think) the not-most recent SM codex. I'm going of of this one
http://www.nugaming.com/assets/images/SpaceMarineCodex2004Small.jpg

Thank you all so much for your time and feedback! I'll post again soon.
   
Made in us
Decrepit Dakkanaut






Mesopotamia. The Kingdom Where we Secretly Reign.

Yeah, that's the old one I think.

You might want to hit your LGS and pick up the 5th Edition codex!

Drink deeply and lustily from the foamy draught of evil.
W: 1.756 Quadrillion L: 0 D: 2
Haters gon' hate. 
   
Made in us
Sure Space Wolves Land Raider Pilot




Dallas Texas

Yeah the space marine captains unless youa re going to be bring bikes is kinda poo poo. I would rather bring a Libby any day then a captain.

The new codex has really changed things. Welcome back.

"STRIKE WITH ALL YOUR MIGHT!!!!"
2,000 points and Growing
3,000 Points and Waiting 
   
Made in us
Decrepit Dakkanaut





The Golden Throne

Everything is transport heavy and mostly anti vehicle stuff. Fast moving melta madness. = 5th edition.

Not sure of the advice for a land raider in a 750pts list however. I have 3 LRs and don't have much luck with them in any point game.
   
Made in us
Possessed Khorne Marine Covered in Spikes





In the new edition. I don't think scouts are as effective.

If your really loving your model. Just keep him. And if he's in terminator armor, give him a squad of terminators. Way better choice than the Command squad.

Just drop the assault squad because of they're low numbers. Maybe add them a little later in larger numbers. And without the command squad and assault squad, add a Terminator squad, I like your troops, so just fill in after that maybe?

The problem with Terminator honors on HQs is that they can't ride in any transport besides LRs. Or they have to deep strike on the field, which is way to risky without a squad as well.

So I vote, get a terminator squad, I've been hearing good things about them. And then try to find a little more anti-tank than a missile launcher

In the new codex, it's free to get some weapons on 10 man tactical squads. So load them up, give them both Missile Launchers, or maybe Multi-melta's for free instead. That's tank busting. Use the second weapon for Melta-gun definitely if you can afford it, unless you planning close encounter for sure with a squad, then give em flamer for free and save the points.

My motto is just try to save points everywhere and field as many guns / troops as possible. If you want a squad to be a little more reliable, putting one PF per 10 troops choice is usually a good idea, just because of the amount of walkers that everyone fields.




Automatically Appended Next Post:
Ohh also, teleport homers might be preferable if your wanting to Deep Strike your HQ with Terminators. It's just safer and relatively cheap.

I was making that entire list based on the idea that you don't want to get a new HQ besides your Terminator Captain that you already own.

In reality with this edition a normal lib is a better HQ choice for very low point skirmishes. And if you pick a different HQ without terminator armor, you have the option of not taking Terminators and filling up tanks or more MEQ

This message was edited 1 time. Last update was at 2010/04/12 07:25:19


The purpose of argument is informative discourse, not to see who finishes in front.


 
   
Made in us
Fresh-Faced New User



Virginia, USA

After digging around some more in my old tackle box, I’ve discovered I still have quite a selection! I also updated my silly 4’t ed codex… Wow. Transports are so much more available to EVERYTHING!



TROOPS

Tac squad #1
10 marines: sarg w/ cc weapon and pistol, one melta gun, one missle launcher
185 + 5

Tac squad #2
10 marines: sarg w/ cc weapon and pistol, one melta gun, one las cannon
185 + 5 +10

ELITES
One Drednought with Assault cannon. Arriving via Drop pod!
105 + 35

FAST ATTACK
Assault squad: 10 marines; one powerfist
190 + 25

745 so far!
I mentioned in an earlier post that my list was heavily influenced by models that I already have; however it’s not as limiting as it first sounds! I have been having a blast cleaning and repainting models instead of using the stock GW ones.

I’ve prepped a 10 –man shooty veteran squad, I bumped the assault squad up to 10, and still have enough parts and bodies to make another funn squad (I think). I have another drednought, two speeders w/ heavy bolters, a drop pod (!!!) and almost two dozen SM bodies (:

I think I would like to write a 1500 list since I understand most games run that big. My biggest concerns have to do with a: getting enough tanks and transports, and b: picking my HQ… I’m interested in pushing my army towards the shooty side, any suggestions? I would love to try using a Techmarine w/ thunderfire cannon in combination with heavy bolter servitors.
   
Made in us
Member of the Malleus




Pasadena, California

Remember you can always proxy and play test your army with some friends.

Really I would suggest trying to keep your enemy in close combat but not assault. Keeping them lit up at 12-24" then when you feel its safe trying to assault them because I could be wrong on this but the majority of troop choices for the other races are going to be hitting you on the same initiative so there is the chance that they over run you and you end up taking more wounds then you should because of assault.

You could always get a devastator squad with a razorback with a lazcannon and park them in the corner and just have them fire and the razorback fire.


 
   
 
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